Axis & Allies Countermix Variant

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Axis & Allies Countermix Variant

Axis & Allies – Countermix Variant

1. Each nation is limited to the following units Unit Germany Russia UK USA Infantry 25 25 25 25 Artillery 11 10 10 9 Armor 12 12 10 12 Antiaircraft Gun 3 4 3 2 Fighter 12 10 10 12 Bomber 3 3 3 5 Battleship 2 2 4 4 Aircraft Carrier 2 1 3 4 Destroyer 6 2 8 6 Transport 6 4 6 8 Submarine 12 4 6 8 Industrial Complex 3 4 3 2 (This corresponds to the number of units that came with the game. Therefore, you will not have to use chips after the first few turns).

2. You may only purchase a new unit if the number of units on the board is less than the maximum, and you may only purchase up to the difference between the number of units on the board and the maximum. If you start over the maximum, there is no penalty, but you will be unable to build that unit type. There is no building in anticipation of losses during your turn, the total of what is on the board and what is to be build must be less than or equal to the maximum. (In other words, don’t try to evade the restrictions by looking for loopholes). 3. Industrial complexes and AA guns are destroyed if the area they are in is captured. 4. Industrial Complexes may be built for15 IPC’s. Such non-original industrial complexes can only build a number of units = to the value of the area. (Exactly as in standard Axis &Allies) 5. You may remove units voluntarily during your purchase units phase. 6. The additional build at the start of the game is subject to the same limitations as regular builds. 7. You can only transfer units via lend-lease if your ally will not be brought over the limit for that type of unit.

Notes: Starting forces Unit Germany Russia UK USA Infantry 51 44 8 2 Artillery 10 5 2 0 Armor 13 6 3 0 Antiaircraft Gun 2 4 2 1 Fighter 5 1 3 1 Bomber 1 1 1 1 Battleship 1 0 1 0 Aircraft Carrier 0 0 0 0 Destroyer 1 0 6 1 Transport 2 1 5 1 Submarine 10 1 0 0 Industrial Complex 2 4 2 1 The Germans are basically maxed out on ground units. [email protected]

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